如何通过纹理举9像素着色器吗?
然后像素着色器就可以对其进行采样了。
使用后对像素着色器,解决问题的办法;
Using Pixel Shaders for Post Effects; Problem-solving Approaches;
顶点和像素着色器是必要的甚至是有益的区别?
Is the distinction between vertex and pixel shader necessary or even beneficial?
像素着色器像素着色器是按像素计算效果的图形处理功能。
Pixel shader a pixel shader is a graphics processing function that calculates effects on a per-pixel basis.
使用像素着色器或纹理合并来混合几个纹理,而不是多通道逼近。
Use pixel shaders or texture combines to mix several textures instead of a multi-pass approach.
遮光的优点(不是轮廓细节)可以模拟完全在像素着色器不镶嵌。
The shading advantages (not silhouette detail) can actually be simulated entirely in pixel shades without tessellation.
如果可能,为了简化你的像素着色器,把代码移动到顶点着色器中。
If possible simplify your pixel shaders by moving code to vertex shader.
像素着色器允许您直接设置每个像素的颜色,使它们适合创建渐变。
Pixel shades allow you to directly set the color of each pixel that is drawn, making them ideal for creating gradients.
使用合并器或像素着色器,混合每帧的多个纹理,而不是用多通道方法。
Use combines or pixel shaders to mix several textures per fragment instead of multi-pass approach.
第一个化身是像素着色器,也被称为片段着色器,这个名字仍然有意义。
The first incarnation of these were pixel shaders, also known as fragment shaders, where the name still made sense.
这种计算着色将一般用途,并能操作各种数据结构,像素着色器不是针对。
This compute shader will be general purpose and capable of operating on diverse data structures that pixel shaders are not geared towards.
主要的过程如下所示,粒子像2D技术那样被处理直到他们用上像素着色器。
The main process is as follows. The particles are handled in the same manner as in the 2D technique until they reach the pixel shader.
核心层——基于XNA的开发,针对像3D动画一样的高端图像,或者使用自定义像素着色器进行渲染。
Core Layer – XNA-based development for high-end graphics such as 3D animation or rendering with custom pixel shaders.
解决这个问题的第一个办法是是改变深度。这个深度由像素着色器根据储存在粒子纹理中的深度生成。
The first approach to dealing with this is to perturb the depth being output from the pixel shader by a depth stored in the particle texture.
这是一种快速、有效的方案,而且还可以产生非常细微的图像效果,并解放像素着色器资源以供他用。
This is fast, efficient, and can produce very detailed effects while freeing up pixel shader resources for other USES.
该例子的场景渲染使用了像素着色器来控制环境光,漫反射,镜面反射作用于每个像素上的各个光照。
The scene in this sample is rendered using a pixel shader to control the ambient, diffuse, and specular contribution of each light at every pixel.
一旦你掌握了基本的HLSL着色器,您可以创建实现算法的像素着色器常见的渐变类型,然后运用不同的材质spritebatch。
Once you've mastered the basics of HLSL shaders, you can create pixel shaders that implement the algorithms for drawing common types of gradients, then apply a different shader in SpriteBatch.
一旦你掌握了基本的HLSL着色器,您可以创建实现算法的像素着色器常见的渐变类型,然后运用不同的材质spritebatch。
Once you've mastered the basics of HLSL shaders, you can create pixel shaders that implement the algorithms for drawing common types of gradients, then apply a different shader in SpriteBatch.
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